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    (?<!re)tired Mario F.'s Avatar
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    MURK - a small preview

    There isn't much to show. A coupe of screenshots bellow.

    This is what I have been working on. It's coming slow because... well, I don't devote to it 100% of my free time. But it is something I always wanted to do. Even from when I didn't know how to do it.

    MURK is going to be a console single-player game based on two game concepts; MUDs and Rogues. The emphasis is on MUDs, but you will see your progress in the world map as you explore. The game is turn based, except for combat which is going to be MUD based (aka real-time-sort-of).

    I'm making an effort to make it as easy to port as possible. No fancy non-portable libraries. The game is using Boost, SQLite3 and PDCurses (a win32 port of ncurses). Everything I might know as being non-portable, is commented in with "NPORT: " followed by a possible description. I hope it will ease the work of anyone wishing to port it to other systems.

    Some Game Features and Screenshots:

    • Diablo II-like system of random object creation; prefix, suffix, uniques, sets, specials
    • Diablo II-like system of monster spawning
    • Areas reset when you leave them
    • Weather and Calendar systems
    • Intelligent rooms; wet if raining and outdoors, lights if night and habited indoors, ...
    • Static mazes, shifting mazes, damaging rooms, dark rooms, magic rooms,...
    • Many commands in the best MUD tradition. But easy to learn and easy to access
    • Complex character creation and development. Don't ask me more...
    • Never-ending world. Areas adapt to player level.
    • Never ending experience. Player has unsigned long * char levels to acquire.
    • Some areas can be totally randomly generated. Other areas can be completely hand-drawn.
    • Why I think I can do all this is because I think I'm insane. But trust me, it's been a long, long, dream of mine. It will be done. And much, much, more.... It will take a long while too.


    Two screenshoots:
    One showing the part of your screen where the room info is displayed and where you have your prompt. The other showing the yet-to-be-formatted result of the inventory command.

    The numbers are the object unique ID. So it is possible to manipulate them by name, part of the name, or UID. "remove 5", "remove leather boots", or "remove boo" will all unequip the boots. Objects only show their IDs when in your inventory. A + sign means a container.
    Last edited by Mario F.; 12-03-2006 at 06:10 AM.
    Originally Posted by brewbuck:
    Reimplementing a large system in another language to get a 25% performance boost is nonsense. It would be cheaper to just get a computer which is 25% faster.

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